The Fire and the Forge

Discussion in 'THREAD ARCHIVES' started by TheNeverThere, Jul 19, 2010.

  1. [COLOR=darkorange]The Fire and the Forge[/COLOR]


    Welcome to the world of Faerun. You are a devout follower of Moradin, living in the Gold Dwarf city of Eartheart, greatest city of the Gold Dwarves, and their spiritual and cultural center. You work in the Temple of the Forge, a temple dedicated to Moradin, and rumored to be Moradin's orignal workshop. In fact, the ver anvil that the dwarven god used to make the dwarves can be found in the temple, and is still used today, albeit only for the most important smithing jobs.
    It has been several years since the devastating collapse of Underhome, and things are finally starting to return to normal. However, deep within the churning plane of the Elemental Chaos, unbeknownst to the mortals of the Material Plane, something stirs.
    Something evil.
    Something primal.

    This is a DnD 4e long-term campaign.
    Setting: Forgotten Realms, Faerun, East Rift
    Staring level: 1
    Stats: Roll 5 dice for each stat, and take the 3 highest. If there are two 1's, add them together. If there are three or more 1's, throw out that set.
    Gold: 100g
    Regional Benefits: Deep Speech bonus language, +2 Dungeoneering, Dungeoneering is a class skill
    All 4e books are allowed, but please make a note of which supplements are used, if any. For material from Dragon Magazine, please ask first.
    MUST Worship Moradin.
    CANNOT be a class that uses the Primal power source.

    Luthor Huss - Human Paladin - Kamikaze_Sensei
    Ungrim Ironfist - Dwarf Invoker - Vay
  2. Name: Dammaz (Translation from Dwarven: A grievance, grudge, or insult to be avenged )
    Race: Gnoll
    Class: Rogue
    Alignment: Good
    Level: 1

    Str: 18 | +4
    Con: 18 | +4
    Dex: 20 | +5
    Int: 12 | +1
    Wis: 16 | +3
    Cha: 14 | +2

    Show Spoiler
    HP: 30
    AC: 17 | 15 | 2 | 0
    Fort: 14 | 10 | 4 | 0
    Ref: 17 | 10 | 5 | 2
    Will: 13 | 10 | 3 | 0

    Hair: Yellow, Brown Stripes
    Eyes: Yellow
    Skin/Fur: Yellow, Brown Stripes
    Height: 7'4"
    Weight: 297lbs.

    Racial Traits:
    -Ability Scores: +2 Constitution, +2 Dexterity
    -Size: Medium
    -Speed: 7 squares
    -Vision: Low-light
    -Languages: Abyssal, Common
    -Skill Bonuses: +2 Intimidate, +2 Perception
    -Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.
    -Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.
    -Ferocious Charge: You can use ferocious charge as an encounter power.

    Class Features:
    -First Strike At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
    -Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier.
    -Rogue Weapon Talent When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
    -Sneak Attack Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases.

    Equipment: 33g
    Steel Collar (Dwarven Made, Locked Tightly Around Neck)
    Rapier (+3 Prof, 1d8 dmg)
    Leather Armor (+2 AC)
    Standard Adventurer's Kit
    Climber's Kit

    Feats: Superior Weapon Prof (Rapier)

    Skills: Stealth (10), Thievery (10), Atheltics (9), Acrobatics (10), Perception (10), Insight (8), Religion (5)

    Backstory Bonus: +2 Religion, +2 Dungeoneering, know: Deep Speech

    At-Will Abilities:
    Piercing Strike, Deft Strike

    Encounter Abilities:
    Torturous Strike

    Daily Abilities:
    Pommel Smash (Martial Power)

    A good long time ago, several tribes of gnolls banded together in an attempt to slaughter a great deal more people than they ever could before - as well as taking a great deal of slaves. It was a few adventurers to the church of Moradin that finally put the entire tribe down... save one. A pup, the only young creature of the tribe - only barely born, snarling at everything around it. Despite the better judgment of several party members, they decided to not only spare the young gnoll, but take it back... and raise it among dwarves, to see if 'good' could be taught to the foul, demon-tainted gnolls.

    The earlier years of the cub's life... getting into fights, stealing, breaking and entering... made many dwarves think that it proved the young gnoll as an evil entity. However, the church shielded it, despite claims that it was only a matter of time before the gnoll pup killed something. It took a firm hand... but eventually, the young creature began to grow - he began to learn. While not the epitome of dwarven society... he was an acceptable member of the community, albeit grudgingly. He began to vent his more primal urge for violence into his own forced training, as well as getting really into what little blacksmithing his adoptive 'father' chose to teach him. While he still remembers the skills of his youth (and practices bits of it - using his lockpicking skills to create better locks for his dwarven 'family')... he has grown into a somewhat honorable being - much to the shock... and still distrust... of the community. That they still have not unlocked his collar save for fitting him with new ones show this... as not teaching him the dwarven tongue.
  3. Ungrim Ironfist
    Male Dwarf Invoker
    Level 1
    Lawful Good

    Strength 16 (+3)
    Constitution 18 (+4)
    Dexterity 12 (+1)
    Intelligence 15 (+2)
    Wisdom 20 (+5)
    Charisma 12 (+1)
    Height: 5' 1"
    Weight: 220 lb
    Show Spoiler

    Maximum Hit Points: 28

    Bloodied: 14
    Surge Value: 7
    Surges / Day: 10 [includes constitution modifier]

    Size: Medium
    Speed: 5 squares
    Vision: Low-light

    Initiative: 1d20 +1 = + 1 [dexterity]
    Base Strength Attack: 1d20 +3 = + 3 [strength]
    Base Dexterity Attack: 1d20 +1 = + 1 [dexterity]
    Base Constitution Attack: 1d20 +4 = + 4 [constitution]
    Base Intelligence Attack: 1d20 +2 = + 2 [intelligence]
    Base Wisdom Attack: 1d20 +5 = + 5 [wisdom]
    Base Charisma Attack: 1d20 +1 = + 1 [charisma]

    Armor Class: 16 = 10 + 6 [chainmail]
    Fortitude Defense: 15 = 10 + 1 [invoker] + 4 [constitution]
    Reflex Defense: 13 = 10 + 1 [invoker] + 2 [intelligence]
    Will Defense: 16 = 10 + 1 [invoker] + 5 [wisdom]

    Armor: Chainmail (40 lb)
    Shield: None


    Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
    Battleaxe: 3 vs AC [+3 strength attack] [not proficient]; damage 1[W]=1d10+2 [strength bonus] +2, 6 lb (Axe) versatile
    Rebuke Undead +5i [base wisdom attack] vs will
    Avenging Light +5i [base wisdom attack] vs fortitude
    Sun Strike +5i [base wisdom attack] vs reflex
    Blades of Astral Fire +5i [base wisdom attack] vs reflex
    Crown of Retaliation:
    v Versatile weapon. Add +1 to damage if using two-handed.
    i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertise, etc.

    Base Saving Throw: d20 vs 10
    Encumberance 4e
    Normal Load: 160 lb.
    Heavy Load: 320 lb.
    Maximum Drag Load: 800 lb.

    Encumberance 3.5
    Light load: 76 lb. or less
    Medium load: 77-153 lb.
    Heavy load: 154-230 lb.
    Lift over head: 230 lb.
    Lift off ground: 460 lb.
    Push or drag: 1150 lb.

    Languages: Common; Dwarven; Deep Speech

    Rituals Known:

    Create Campsite [PH2][Level 1]
    Hand of Fate

    Acrobatics: +0 = 1 [dexterity] -1 [armor]
    Arcana: +2 = 2 [intelligence]
    Athletics: +2 = 3 [strength] -1 [armor]
    Bluff: +1 = 1 [charisma]
    Diplomacy: +1 = 1 [charisma]
    Dungeoneering: +7 = 5 [wisdom] + 2 [Dwarf] + 2 [Home Bonus]
    Endurance: +10 = 4 [constitution] + 2 [Dwarf] + 5 [class training]-1 [armor]
    Heal: +5 = 5 [wisdom]
    History: +2 = 2 [intelligence]
    Insight: +10 = 5 [wisdom] + 5 [class training]
    Intimidate: +6 = 1 [charisma] + 5 [class training]
    Nature: +5 = 5 [wisdom]
    Perception: +5 = 5 [wisdom]
    Religion: +7 = 2 [intelligence] + 5 [class training]
    Stealth: +0 = 1 [dexterity] -1 [armor]
    Streetwise: +1 = 1 [charisma]
    Thievery: +0 = 1 [dexterity] -1 [armor]
    Superior Implement Training -- Rod [PH3]

    Basic Melee Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
    Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
    Bull Rush: +3 [base strength attack] vs fortitude [standard action]
    Grab: +3 [base strength attack] vs reflex [standard action]
    Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
    Escape: +0 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action]
    Avenging Light [Level 1]
    Sun Strike [Level 1]
    Other Standard Actions: Administer a potion; Aid another [see online revision] ; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

    Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)

    Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)

    Other Immediate Action: Readied action

    Other Opportunity Action: Opportunity attack

    Other Free Actions: Drop held items; End a grab; Talk

    Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

    Short rest: Healing surges as available

    Five minutes: Normal escape from restraints (Acrobatics)

    One hour: Forage; Streetwise check

    Encounter Powers:

    Second Wind [minor action for dwarf]
    Spend an Action Point [free action, not in surprise round]
    Channel Divinity
    Armor of Wrath [immediate reaction]
    Rebuke Undead
    Extend an effect on an enemy to last to end of next turn rather than this turn]
    Blades of Astral Fire [Level 1]
    Daily Powers:

    Crown of Retaliation [Level 1]:

    +2 Constitution, +2 Wisdom (already included)
    Cast-Iron Stomach (+5 saves vs poison)
    Dwarven Resilience (second wind is minor rather than standard action)
    Dwarven Weapon Proficiency (throwing hammer, warhammer)
    Encumbered Speed
    Stand your Ground (forced moves are 1 square less; immediate save vs. being knocked prone)
    This invoker chose the Covernant of Wrath.
    Channel Divinity
    Ritual Caster [bonus feat, not listed above]

    Ungrim Ironfist's Equipment:

    46 lb Backpack
    2 lb Bedroll
    5 lb Flint and steel
    1 lb Pouch (belt) x1
    10 lb Rations (1 day) x10
    10 lb Rope (50', hempen) x1
    2 lb Sunrods x2
    4 lb Waterskins x1
    3 lb Ritual book x1
    Ritual components
    Total 83 lb

    Weapons / Armor / Shield (from above)


    Defiant Rod

    Magic items:

    Action Point Tally:
    Daily Item Powers Per Day: Heroic Tier Milestones: / / /
    Death Saving Throw Failures: